• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=mySvenLabs;41278274]Yeah that makes perfect sense.[/QUOTE] I'm good englishing.
Any plan to implement [url=http://valvesoftware.com/publications/2012/GDC2012_Ruskin_Elan_DynamicDialog.pdf]this[/url] in the game ? It could be useful for rebel talking and stuff. I might try to implement this soon for my mod, so if you'd still like it but not enough to make it yourself then I'll post it here.
[QUOTE=OrYgin;41282044]Any plan to implement [url=http://valvesoftware.com/publications/2012/GDC2012_Ruskin_Elan_DynamicDialog.pdf]this[/url] in the game ? It could be useful for rebel talking and stuff. I might try to implement this soon for my mod, so if you'd still like it but not enough to make it yourself then I'll post it here.[/QUOTE] That's already part of source.
[QUOTE=Ken Chan;41280405][video=youtube;hhLhWc0YBWE]http://www.youtube.com/watch?v=hhLhWc0YBWE[/video][/QUOTE] i really like the dirt effect on your vision when you look at bright lights, but i think the lens flares are way too prominent and kind of mess up the immersion a bit
[QUOTE=Cone;41282843]i really like the dirt effect on your vision when you look at bright lights, but i think the lens flares are way too prominent and kind of mess up the immersion a bit[/QUOTE] Yeah, its all optional and being tweaked. Plus for most of the shaders you can tweak them in real time in the console or just disable them that way too.
guys, back to the c17 vista, here are 2 more pictures without edits, but silly upload compression ruinned a bit the quality of the image [IMG]https://imageshack.com/scaled/large/849/3gj.png[/IMG] [IMG]https://imageshack.com/scaled/large/11/hiqr.png[/IMG] I`ll get to work some more on it later on after finishing some sounds in progress. The skybox is ready, and I made it so the edge of the city texture sheet wasn`t too noticeable, but the city still needs a lot of rework, the shadows need to be opposite to the light obviously, and there a seams that need to be fixed. I`m lazy sometimes when it comes to texturing, so if there is any skilled texturer who thinks he can complete this before I do, let me know and I`ll gladly send the files. I used google earth satellite images above several eastern europe cities and then edited it in photoshop, the texture is masked so it has it`s own light. Later on a mapper may add tini cheap building shapes in there so it doesn`t look too flat P.S What do you guys think of having combine soldiers with a helmet on their heads like the one in the picture, or at least some old school helmets on the head of some rebels?
I've seen that helmet on an appropriately named 'Combine Pilot' model, but anywhere else I don't think it fits (and even for a pilot I'm not so sure). It just doesn't seem to be the Combine's style. Not sure about rebels either since those helmets would have to come from somewhere, and they get all their stuff from pre-war or combine.
For anyone who is confused or was just wondering: Rebel's Stories is the name of our ported HL2 base that Aluminum Ken made. While making the mod he/us have ported several mods, maps, and every Half-Life universe game (yes, even Half-Life Source) to Alien Swarm to test different bits of the Alien Swarm engine (and in case we want to remake the HL Universe games in the future too). Rebel's Stories will also be the name of the Co-Op part of the mod when that time comes. Usually if you see a video with Rebel's Stories in it then its one of the various ported mods/games/maps being tested. If it has Enhancement Mod in it then its something that is probably going into the mod.
[QUOTE=Mr. Someguy;41284831]I've seen that helmet on an appropriately named 'Combine Pilot' model, but anywhere else I don't think it fits (and even for a pilot I'm not so sure). It just doesn't seem to be the Combine's style. Not sure about rebels either since those helmets would have to come from somewhere, and they get all their stuff from pre-war or combine.[/QUOTE] If we have helmets, they should probably be something from the Eastern European region. I'd suggest Soviet SSh-68's, since those seem like they would be the most common (so more likely to survive and be reused). Other than that, the Bulgarian M36 could be used, since some references suggest Sector 17 may be in or near it.
[QUOTE=Mr. Someguy;41284831]Not sure about rebels either since those helmets would have to come from somewhere, and they get all their stuff from pre-war or combine.[/QUOTE] That`s what I meant with old school helmets, use gear from the old days of the human armies, american and russian helmets, from the present would fit with the rebels, maybe also caps and berets, maybe even have some old weps used only by rebels that the player can`t use, during the streetwar levels, like ak47 or m16, the player wouldn`t use them because he already has a whole arsenal of combine weapons and other things. Would also be nice if we found some pre war military vehicles used by rebels or already destroyed on the field as a week passed before gordon arrived, but we still got a whole lot of things to get done, so this can be decided much later on, models for all of that are already out there, or someone from the team can model them if we want to keep more things ours.
[QUOTE=tehstrelok;41285085]That`s what I meant with old school helmets, use gear from the old days of the human armies, american and russian helmets, from the present would fit with the rebels, maybe also caps and berets, maybe even have some old weps used only by rebels that the player can`t use, during the streetwar levels, like ak47 or m16, the player wouldn`t use them because he already has a whole arsenal of combine weapons and other things.[/QUOTE] i think most military weapons and vehicles would have been seized or destroyed by the Combine after the war. plus all the equipment the rebels use is either made from available materials or stolen from the Combine, so i doubt they would really have any stockpiles lying around either way. i think scavenged armor and such would fit relatively well though
[QUOTE=Ken Chan;41280405][video=youtube;hhLhWc0YBWE]http://www.youtube.com/watch?v=hhLhWc0YBWE[/video][/QUOTE] Where do I find/who do I contact about getting the view bob code? Me and the other devs of this other mod we're working on have been trying to track it down.
I'm not sure of pre-war military vehicles, those aren't as easy to miss as a helmet or weapon. I'm sure most of those were gutted. Although interestingly, there is a Gage Commando crashed in a tunnel in Anticitizen One. In the next segment of the tunnel are crashed cars with their headlights still on. That suggests that not only were those vehicles used recently (by workers?), but that the tunnel was being used before the war. Since the Commando is crashed in the tunnel, which was supposedly used, well take from that what you will. That aside, I think if we have any 'military' vehicles, we should take a crude rebel - interwar approach, like this for example: [img]http://www.armyrecognition.com/images/stories/middle_east/syria/wheeled_vehicle/sham_II/Sham_II_wheeled_armoured_vehicle_Syria_Syrian_free_army_rebels_640_001.jpg[/img] Even then, it's something that should probably be seen once or maybe twice, since even in the real world, they aren't all that common. [editline]2nd July 2013[/editline] Oh, best part about those, is they're so crude you don't need a modeller. Crude brushwork fits the theme so well!
[QUOTE=popbob;41282215]That's already part of source.[/QUOTE] It's not part of Source 2007. It's unavailable to modders afaik.
[QUOTE=Cone;41285392]i think most military weapons and vehicles would have been seized or destroyed by the Combine after the war. plus all the equipment the rebels use is either made from available materials or stolen from the Combine, so i doubt they would really have any stockpiles lying around either way. i think scavenged armor and such would fit relatively well though[/QUOTE] There are [I]some[/I] weapons. I won't say Alyx's gun, because nobody knows where that came from. But we have Grigori and Rifle, and although only you actually use it in-game, .357s' are also present. If we did have rifles, they should probably be AKM's or AK-74's which were the 2 more recent wide-spread rifle used in the USSR.
[QUOTE=tehstrelok;41283662] I`ll get to work some more on it later on after finishing some sounds in progress. The skybox is ready, and I made it so the edge of the city texture sheet wasn`t too noticeable, but the city still needs a lot of rework, the shadows need to be opposite to the light obviously, and there a seams that need to be fixed. I`m lazy sometimes when it comes to texturing, so if there is any skilled texturer who thinks he can complete this before I do, let me know and I`ll gladly send the files. I used google earth satellite images above several eastern europe cities and then edited it in photoshop, the texture is masked so it has it`s own light. Later on a mapper may add tini cheap building shapes in there so it doesn`t look too flat P.S What do you guys think of having combine soldiers with a helmet on their heads like the one in the picture, or at least some old school helmets on the head of some rebels?[/QUOTE] Hmm, I'm not sure what you actually need done, but I'm interested in what you're playing around with: add me on steam if you can.
[QUOTE=tehstrelok;41285085]Would also be nice if we found some pre war military vehicles used by rebels or already destroyed on the field as a week passed before gordon arrived, but we still got a whole lot of things to get done, so this can be decided much later on, models for all of that are already out there, or someone from the team can model them if we want to keep more things ours.[/QUOTE] Reminds me of these tanks from the film [URL="http://www.youtube.com/watch?v=MUoog4wd8j8"]Stalker[/URL]: [t]http://img411.imageshack.us/img411/1329/stalker.png[/t] Something like that might fit HL2 provided it was in a fairly out of the way area that the Combine would have missed, or disabled and just left lying around. The film's environment in general made me think of HL2 a fair bit when I watched it, which makes sense since it's Russian.
I think City 17 seen from above shouldn't obviously be NYC.
I think we should do the L4D skybox trick, I think it was beautifully done. [t]http://cloud-2.steampowered.com/ugc/884112698548574189/B0CE8B11703EB393254FA2D85F13CAB67297318F/[/t][t]http://cloud-2.steampowered.com/ugc/884112698548576551/5AB4C2250EC3FDFC20F47EAA63820817959A9492/[/t][t]http://cloud-2.steampowered.com/ugc/884112698548578399/0B446C1CA3AD38B613793D9A0AB712DE28D6F137/[/t]
[QUOTE=Mr. Someguy;41287939]I think we should do the L4D skybox trick, I think it was beautifully done. [t]http://cloud-2.steampowered.com/ugc/884112698548574189/B0CE8B11703EB393254FA2D85F13CAB67297318F/[/t][t]http://cloud-2.steampowered.com/ugc/884112698548576551/5AB4C2250EC3FDFC20F47EAA63820817959A9492/[/t][t]http://cloud-2.steampowered.com/ugc/884112698548578399/0B446C1CA3AD38B613793D9A0AB712DE28D6F137/[/t][/QUOTE] agree, but dont add the retarded blue fog...
[QUOTE=Robertto;41287953]agree, but dont add the retarded blue fog...[/QUOTE] I was talking about the models and textures.
What would be great is if the skybox followed the layout of the actual C17, so if you looked closely you could make out the train station and canals and perhaps even the coast and Nova Prospekt in the distance. Might be a long shot to actually accomplish, but fantastic. [SUB]I totally had a dream where that happened, once.[/SUB]
[QUOTE=Ken Chan;41280405][video=youtube;hhLhWc0YBWE]http://www.youtube.com/watch?v=hhLhWc0YBWE[/video][/QUOTE] What the fuck? I was listening to Big L's song Street Struck and I stumbled across this.
[QUOTE=Tweevle;41288013]What would be great is if the skybox followed the layout of the actual C17, so if you looked closely you could make out the train station and canals and perhaps even the coast and Nova Prospekt in the distance. Might be a long shot to actually accomplish, but fantastic. [SUB]I totally had a dream where that happened, once.[/SUB][/QUOTE] This would also bank on the assumption that we're facing that direction though, which itself assumes that the Citadel maps are consistent (they're not).
[QUOTE=OrYgin;41286089]It's not part of Source 2007. It's unavailable to modders afaik.[/QUOTE] lol what response rules have been in since hl2's release
[QUOTE=popbob;41288347]lol what response rules have been in since hl2's release[/QUOTE] Have you read the paper ? It's the system they built [b]after[/b] the Orangebox release and they used in L4D and Portal 2. It's not itn HL2. EDIT : Wait. I just found that it effectievely was in Source since Hl2. I'll have to re-read the paper. They still did started to work on it after Ob release so maybe the two things are different ?
[QUOTE=Mr. Someguy;41287939]I think we should do the L4D skybox trick, I think it was beautifully done. [t]http://cloud-2.steampowered.com/ugc/884112698548574189/B0CE8B11703EB393254FA2D85F13CAB67297318F/[/t][t]http://cloud-2.steampowered.com/ugc/884112698548576551/5AB4C2250EC3FDFC20F47EAA63820817959A9492/[/t][t]http://cloud-2.steampowered.com/ugc/884112698548578399/0B446C1CA3AD38B613793D9A0AB712DE28D6F137/[/t][/QUOTE] yeah, and it might not need too many shapes as it is seen from very high, just enough to give it relief for tall buildings that may stand out, a mapper could do that [QUOTE=Tweevle;41288013]What would be great is if the skybox followed the layout of the actual C17, so if you looked closely you could make out the train station and canals and perhaps even the coast and Nova Prospekt in the distance. Might be a long shot to actually accomplish, but fantastic. [SUB]I totally had a dream where that happened, once.[/SUB][/QUOTE] No, it can`t be because you stop seeing the citadel once you`re out of the canals and reach bme, it is never seen from the coast or any of those places, they`re out of sight. The citadel is tall, but those places are too far away I guess, it`s like when you`re on a plane, you can see a lot, but not the entire world
[QUOTE=Mr. Someguy;41288286]This would also bank on the assumption that we're facing that direction though, which itself assumes that the Citadel maps are consistent (they're not).[/QUOTE] There are certain points during transitions where you could conceivably be turned around so you'd face end up facing that direction, though. Maybe it's cheating a little bit, but it'd be a cool enough effect that it might be worth it. [QUOTE=tehstrelok;41288587]No, it can`t be because you stop seeing the citadel once you`re out of the canals and reach bme, it is never seen from the coast or any of those places, they`re out of sight. The citadel is tall, but those places are too far away I guess, it`s like when you`re on a plane, you can see a lot, but not the entire world[/QUOTE] I think that's more developer oversight - it certainly disappears rather sooner than you'd expect it to. I'll have to play about in Hammer and see what distance makes the most sense.
[QUOTE=Tweevle;41289021]I think that's more developer oversight - it certainly disappears rather sooner than you'd expect it to. I'll have to play about in Hammer and see what distance makes the most sense.[/QUOTE] I looked at it, the atmosphere changes completely from map 07 to map 08. In 08, the citadel is suddenly gone (it was very clearly visible before) and the area is a barren hilly valley, (aka city is suddenly gone too). Like you mentioned, this probably was an oversight, considering the way the canals were during development ([I]constantly[/I] being moved around and changed with dozens of different variations).
[QUOTE=Mr. Someguy;41287939]I think we should do the L4D skybox trick, I think it was beautifully done. [t]http://cloud-2.steampowered.com/ugc/884112698548574189/B0CE8B11703EB393254FA2D85F13CAB67297318F/[/t][t]http://cloud-2.steampowered.com/ugc/884112698548576551/5AB4C2250EC3FDFC20F47EAA63820817959A9492/[/t][t]http://cloud-2.steampowered.com/ugc/884112698548578399/0B446C1CA3AD38B613793D9A0AB712DE28D6F137/[/t][/QUOTE] It actually takes a bit of work: but VALVe used some software to do it procedurally.
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